#include "script_component.hpp" /* * Author: Garth 'L-H' de Wet * Initialises the player object for the explosive system. * * Arguments: * None * * Return Value: * None * * Example: * None * * Public: No */ //Event for setting explosive placement angle/pitch: [QGVAR(place), {_this call FUNC(setPosition)}] call CBA_fnc_addEventHandler; [QGVAR(startDefuse), FUNC(startDefuse)] call CBA_fnc_addEventHandler; //When getting knocked out in medical, trigger deadman explosives: //Event is global, only run on server (ref: ace_medical_fnc_setUnconscious) if (isServer) then { [QGVAR(detonate), { params ["_unit", "_explosive", "_delay"]; TRACE_3("server detonate EH",_unit,_explosive,_delay); _explosive setShotParents [_unit, _unit]; [{ params ["_explosive"]; TRACE_1("exploding",_explosive); if (!isNull _explosive) then { _explosive setDamage 1; }; }, _explosive, _delay] call CBA_fnc_waitAndExecute; }] call CBA_fnc_addEventHandler; ["ace_unconscious", { params ["_unit", "_isUnconscious"]; if (!_isUnconscious) exitWith {}; TRACE_1("Knocked Out, Doing Deadman", _unit); [_unit] call FUNC(onIncapacitated); }] call CBA_fnc_addEventHandler; }; if (!hasInterface) exitWith {}; GVAR(PlacedCount) = 0; GVAR(Setup) = objNull; GVAR(pfeh_running) = false; GVAR(CurrentSpeedDial) = 0; ["ace_interactMenuOpened", { //Cancel placement if interact menu opened if (GVAR(pfeh_running)) then { GVAR(placeAction) = PLACE_CANCEL; }; //Show defuse actions on CfgAmmos (allMines): _this call FUNC(interactEH); }] call CBA_fnc_addEventHandler; ["unit", { params ["_player"]; [_player, QGVAR(explosiveActions)] call EFUNC(common,eraseCache); }] call CBA_fnc_addPlayerEventHandler;